Post by Belouch on Jul 9, 2019 23:40:19 GMT 1
Game Update 9 July 2019
Forts!
This has been the secret project of the past few weeks.
Huge PVP battles with dozens and dozens of players are awesome, but way way too rare. So we asked ourselves how we could trigger those to happen a bit more often.
And this is how the idea of Forts and Fort battles was born.
How it works:
But unlike capitals, Forts can be sieged and change 'owner'!
Fort battles!
Step 1: Siege declaration
Step 2: Siege phase
Step 3: Breaking the Fort doors
Step 4: The fight!
Step 5: Claiming the fort
Some notes:
What about Free Folks?
This features opens the door to a lot of potential future fort-related improvements. Some ideas:
-Leadership will be more important, we will maybe give a bonus to fighters if/when their leaders are in the fight
-We could add a tactics general skill, which could enhance a character's performance in a fort battle
-Specific fort character builds, fort items etc...
Other game changes
Coming up soon
Forts!
This has been the secret project of the past few weeks.
Huge PVP battles with dozens and dozens of players are awesome, but way way too rare. So we asked ourselves how we could trigger those to happen a bit more often.
And this is how the idea of Forts and Fort battles was born.
How it works:
- Factions can build a fort. It will take a lot of Woodwork and you need to build in on a tile that is waste or plain, surrounded by 8 other tiles of waste or plain.
- The Fort is owned by a faction and acts like a mini-capital for military purposes.
- Enemy faction cannot step on the tile of the fort. Free folks can.
- When you are inside the fort, your move regeneration and turn regeneration is reduced by 20% because 20% of your time is used to do Fort chores.
- There is no resurection or marketplace or bank or any other capital facilities in the Fort
But unlike capitals, Forts can be sieged and change 'owner'!
Fort battles!
Step 1: Siege declaration
- Only a leader (top 10 leadership) of the faction can declare a Siege on an enemy Fort
- A Fort Siege will cost you gold that you have to pay (from your bank account) when you declare the Siege
- The cost is (20 gold x D), with D being the distance between the Fort and your capital
- After declaring the Siege, a timer will be launched. Until the timer is up, the Fort doors are closed and no fight can happen inside the Fort
- Skirmishes outside of the fort can and will most likely happen as attackers and defenders rally
- The duration of this phase will be (5 minutes x D), with D being the distance between the Fort and your capital
Step 3: Breaking the Fort doors
- Once the timer is up, a link will appear on the Fort page: ACTION: break open the Fort doors!
- Anyone who is one step away from the fort can activate it
- The doors of the Fort will get broken and the Fort will not have any owning faction anymore
- Move ban is therefore lifted, and attackers can storm inside the Fort for the bloody battle
- IMPORTANT: Only characters that are inside, or 1 step outside of the fort at that very instant will be registered by the game as participants to the Battle. This means you can still join in the fight even if that is not your case, but you will not be in the record of the Battle report.
Step 4: The fight!
- Same PVP rules as anywhere else apply.
- You can flee and rejump, you can heal, you can cast spell, etc...
Step 5: Claiming the fort
- As soon as the doors are broken, a new link will appear on the Fort page: ACTION: claim the Fort for your faction!
- Anyone can activate it
- Clicking on the link will check who is still alive inside the fort and in the 8 surrounding tiles. If all members of a faction are either dead, or fled, the other faction is declared the winner
- The Fort immediately becomes 'owned' again by the winning faction and the move ban is reactivated
- A Battle report is compiled and will be accessible by all players
- Participants receive leadership XP based on the result and their performance in the battle
Some notes:
- Because the cost and the mobilization phase are proportional to the distance from your capital, attacking a Fort far away will be more costly and more risky (because defenders have more time to react and gather). It also means a Fort will be easier to defend and less likely to be attacked if it is somewhat close to your Capital. Keep that in mind when choosing the location of your fort.
What about Free Folks?
- This is a good opportunity to remind that, as of today, Free Folks are not a faction. It is the absence of any faction.
- As such, Free Folks cannot own a Fort, or declare a Siege on one.
- They can however participate if they wish in the fight, on whichever side they want.
- In the future, if a large group of players wishes to found a 3rd faction, this will be possible, but Free Folks will remain as 'free of any faction'.
-Leadership will be more important, we will maybe give a bonus to fighters if/when their leaders are in the fight
-We could add a tactics general skill, which could enhance a character's performance in a fort battle
-Specific fort character builds, fort items etc...
- The Health of Monsters is now shown in the fight page (in tranches of 10%)
- Races who are good and excellent in Sorcery now get a +11% and a +22% XP bonus when catching spirits
- Creating a new group now costs 3,000 Gold
- Ancient Relics will be removed from the marketplace NPC on 15 July. They will still be handed out in quests, lotteries, events, but it will not be possible to buy them with gold anymore
- If a player changes faction while inside a Capital, he is now teleported outside of it
- Arena system is now fully functional
- An automated script now runs once a day to remove Megalodon piles
- An automated script now runes once a week to remove player kills of players with less than 1200 turns spent
Coming up soon
- The new Main Page is finally almooost here! It is currently being tested in limited alpha but so far it's going well so we expect to release it shortly